Clown Buff Idea
If a survivor is stuck in the toxins for more than 3 seconds, they get the Anesthesia debuff.
This debuff: Prevents any and all on injured perks and effects from happening when hit from the healthy state. Prevents the speed boost from being hit from happening until after the debuff wears off (When you leave the cloud for more than 1 second) Prevents any scream from the survivor and will show them as still healthy on the survivor side (Killers will be able to see them as injured)
Note: This effect does not work on injured survivors or broken survivors. This debuff requires the survivor to be in the cloud for at least 3 seconds This debuff will activate if the survivor is somehow healed while in the cloud while the other conditions are filled.
This case would be rare, but you could also make it where empathy doesn't activate while this debuff is active, however this would require the killer to not have a terror radius, so ymmv with that one. What do you think?
Comments
I ve got an idea make throwing deny any action except running.If that so it would be understandable the time he needs to reload
So lingering Doctor shocks. Sounds boring and annoying.
more boring its 5 mins gameplay
Clown in general is boring. He needs a rework. Making survivors unable to do anything while intoxicated is literally more boring than Freddy, and that's saying something.
I'm not suggesting it remove basic actions. Simply to remove on-injured actions if hit from the healthy state. Your speed boost when injured is applied after the debuff is removes (Like as the anesthesia is wearing off)
Wouldn't that make the Survivor's injured speed boost even stronger since it happens AFTER the debuff is done being applied? Clown still has to wait after getting a hit so it'll wear off by then.
It'd be more of a double edged sword, and would incentivize strategic bottle throwing rather than aggressive throwing. If you throw it right, it could cover an entire area and you'd still have time to throw another bottle at them to prevent them from getting that burst of speed. You can also alter it to have them instantly get the debuff on a direct hit as well.
I would like to see Clown have more than one Tonic. In the lore it always talks about Clown experimenting, and making more than one tonic. The Afterpiece Tonic was just his favorite, so he could have a secondary Tonic that he also likes but not as much as The Afterpiece Tonic.
Make clouds able to corrode progress on gens from direct hits and bump the base numbers on the power to be those with the common addons while keeping them in the game.
Yeah thats what should be done something that could balance him out.
This sounds like what Freddy can do with Snares and Pallets. Some of Clown's less useful or bad addons can be replaced to offer alternate Tonics with different effects, and the cloud's color can change depending on what Tonic it is (similar to Plague's Vile vs Corrupt Purges).
There was a thread in the Feedback and Suggestions sub section that goes in depth about a secondary tonic idea. Here is the thread link if you are interested: https://forum.deadbydaylight.com/en/discussion/140928/another-idea-to-help-buff-the-clown
Thanks
Just put survivors in dying state if you hit them in the head with a bottle.
That sound like a really interesting idea to be honest!
Different tonics with different kind of uses.
Maybe one tonic that wouldn't slow down survivors when walking through them but increases action speed and or movement speed of the Clown walking through that?